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| 40K Background Chat about the story and background of 40K, from the Eldar to the Necrons |
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#1 |
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Chapter Master
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Right, first and formost, apologies to all of you. SOme crappy stuff involving my Fiance happened over Christmas and I ended up in Hospital, with a ton of coursework on top of that. However, better late than never isnt it?
So here we go. First of all, im going to post each entry, with their respective author. Some of you have not made it to the voting, for reasons I will explain later. Please do not post in this thread untill I have posted this: ---end of thread--- My name is tudor the Lexitharg Dominion Origins and Culture The Lexitharg dominion, and its remarkable culture, was born out of unexpected circumstances. The reptilian race that would later take on the title of Lexitharg have existed on the far eastern fringe of the galaxy for many many millennia, but never ventured forth from their verdant jungle home world. They sustained a primitive, pre-black powder level of technology, but this was soon to change. The Lexitharg’s first contact with human culture had been much earlier, earlier even than the firebombing that laid waste to its surface. Many, many millennia earlier, a human colonisation fleet had reached the world, and laid its foundations in the northern hemisphere. The colonists didn’t last long however, and died out quickly, leaving one incredible relic in their wake as sign of humanity’s past presence on the world. A functioning STC system. This amazing repository of human knowledge provided the Lexitharg with their first taste of high technology, and soon they had mastered the art of manufacturing basic weapons, armour, and even some vehicles. The STC fell into disrepair after not so many years however, and all that was left was its legacy on the technological standing of the Lexitharg. They now had a complex system of factories deep beneath the surface, where they mined precious minerals and metals from the rock. Millenia after, after the end of those dark ages, and the beginning of the glorious age of the Imperium, the very same explorator fleets that happened across the primitive Tau race came across the Lexitharg home world, and after taking suitable samples, the world was earmarked for cleansing and colonisation. The resulting fire bombing wiped the surface of the world clean. The preceding colonisation was postponed by the warp storms that flared up around the Tau Empire, but after the storms cleared the first cleansing teams made land fall, to cleanse the world spiritually in the name of the Emperor. But the cleansing mission was short lived, as the Imperium soon came into contact with the newly emerging Tau, and the cleansing teams were pulled out swiftly. Only one cleansing team and a unit of guard were left to protect the small base the Imperium had set up on the blasted world. It was not long before the last emaciated remnants of the species native to that world made themselves known to the Imperial party. The weak, debased dregs of the society that had been all but decimated by the Imperial cleansing efforts had strived out a terrible existence in the world’s deep cave systems, adapting quickly to the cold damp tunnel systems the surface pollution forced them into. But rather than exact vengeance upon the marooned Imperials, their reaction was entirely unexpected. Astonishingly, they laid down their arms to the visitors, welcoming them as manifest gods. Astonishingly, the Lexitharg had seen the fire bombing of their world not as an act of hate, but as a cleansing effort – just as the Imperials did themselves. They had come to worship these malevolent sky-beings as gods. By the time the Lexitharg had got into contact with the Imperials, it had become clear that the cleansing mission was not returning. The Damocles crusade was coming to bear, and last contact between the team and Imperial command had been years past. The last remaining Imperials were desperate, and saw this alien contact as a good opportunity to keep themselves alive. The prospect of being worshipped as gods was appealing to soldiers and officials who had gone years without sufficient food, and with no contact with the outside world. Over the following years, the Imperials taught the Lexitharg all they knew of Imperial culture, and slowly but surely the aliens took on a skewed version of the Imperial Creed. The last remaining ecclesiarch on the team, a young missionary by the name of Cassius Aries rose to ultimate power among the race, given the name Lexithor, God-In-Flesh. He was considered the Gods’ representative, and taught the most intelligent aliens the basics of Low Gothic. These individuals became the nobility of the Lexitharg race, known as Hraxitholn, Emissaries-to-the-Heavens. It was soon after that the natives first took on the name Lexitharg, Hands-of-God, and decided that it was their duty, as Imperial Citizens, to fight in the name of their Gods, and the over-God himself, the Emperor. The Lexitharg got the opportunity to prove their alegiance not long after, when the Tau declared the Lexitharg homeworld part of their Empire. The Imperium responded with a crushing force of Imperial Guard, and met the Tau in battle across the desolate planet. It was on one battlefield in the northern hemisphere that the Lexitharg first reared their ugly heads in battle. They crawled forth on the right flank of the massed Tau forces, and were greeted by the Tau as disgruntled natives, here to fight alongside the Tau against the cruel Human Imperium. But instead the Lexitharg plowed into the Tau ranks. Over the years that had learnt much about Imperial science, and in their deep factories they had churned out thousands of close range blast-las’s, and considerale solid ammo weaponry. They destroyed the unsuspecting tau army with sheer weight of numbers, thousands upon thousands of aliens pouring forth to lay waste to the Imperium’s enemies. They were aided by the legendary Lexiculn, or God’s Warriors or God’s chosen, the only Lexitharg to survive the ferocious firebombing on the surface, the strongest and fiercest among their race, which made up a barbaric fighting unit. The Imperial forces were unnerved by the actions of these unnamed aliens. They assumed they were some off shoot of the Ork, but unusually, they refused to advance on the waiting Imperial Guard. Even when the humans opened up with artillery batteries on the waiting ranks, they did nothing, merely standing heads bowed, in reverence of the might of their Gods. It was not long after this engagement, and subsequent engagements across the world, that the Lexitharg began to grasp the technologies necessary for space travel. When Lexithor Cassius Aries was an emaciated old man, the Lexitharg made their first steps out into the void, and began to shadown the Imperial forces, clearing up after their master’s battles. They began to take prisoners, at first a few, and then many thousands, to try and force them into the Over-God’s light in their cavernous factories. The rank of Lexithor is now the official position of leader of the Lexitharg race, and can only be granted to a human. The first Lexitharg started the tradition by picking his heir from amongst the ranks of prisoners captured, and the method stuck. The chosen heir has the situation of his capture explained to him by the current Lexithor, and after days, often weeks of ‘persuasion’ he takes up the position. Some cherish the opportunity to command an entire race, but others are much less enthusiastic. Only once has a chosen heir refused outright, taking his own life rather than take on the position. But a replacement was soon found. The results of space travel, and exposure for the first time to the warp, upon the Lexitharg has begun to become clear. Terribly uncontrollable psychics have begun to appear, and the Lexitharg are warey of these unpredictable creatures. They are however, believed to be a manifestation of the power of the Gods, and are respected to a point, often being included in the retinue of Lexiculn Warhands (commanders). Appearance The Lexitharg on the whole, look like thin, vaguely humanoid reptiles, with large dark black eyes and pale mottled skin. They are slimey and skittish, and take to the field in ranks of thousands, wielding low quality short ranged las weapons. The Lexiculn however, are a very different story. The strongest of their race, they are tall and proud, with dark green/grey skin, and huge proud crests upon their forheads. They wear impressive plate armour, and carry the finest weaponry their race has to offer, including the rare but treasured Cakrilex, Godblades, or as the Imperium knows them, power weapons.
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Hlokk: Warseers Resident White Wolf fanboy. 2006: 2nd Place: Warseers Best poster. 2007: 2nd Place: Warseers funniest poster
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#2 |
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Chapter Master
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Cardboard_armour
The Undigo The Undigo (pronounced Unn-Dih-Go) are a civilised race of Humanoids distinguished by their gender differences and split society made up of stoical introverts and flamboyant extroverts which combine in times of war to further their expansion fuelled by their bizarre method of reproduction. They are technically adept; specialising in weaponry dependant on focused warp technology and are fully capable of warp travel. Physiology Of all species of humanoids the Undigo are most notable for the bi-polar distinction between genders. They are so different it was assumed that the Olom (Oh-Lomm) and the Empuusa (Em-Pew-Sah), as the two divisions are known, were in fact two separate races. Although this has since been ratified it is still unknown as to which is the ‘female’ as both are capable of bearing young. The Olom, usually considered to be the masculine gender, is best described as unadorned and functional. Everything about them from their appearance to their countenance, is efficient yet bland. They have a light brown skin tone that runs to beige and the skin itself is rough and hardwearing like a herd animal. Their physique is usually stocky with a sturdiness to it that suggests a life of hard work. Height tends to run the gamut between five and seven feet dependant on planetary gravity with an average of 5’10. Their hair appears in clumps on the head, forearms, chest and back and is usually a shade of brown or grey. It is possible for Olom to cultivate certain patterns of skin and hair growth on their body so that certain areas are tougher and better protected from harsh weather or even physical harm. Hair can be teased into sturdy horns over time. This ability may be natural or as a result of some kind of bio-chemical process unknown to outsiders. Their faces always seem dour and overly serious. The Empuusa are presumed to be female but only because of the apparent masculinity of the Olom. It’s true, however, that the Empuusa are a much more flamboyant thing to behold. They are lithe and delicate of build but yet are still physically strong. They are also a lot more flexible and agile than their doughty counterparts. Although their skin tone is usually similar to that of the Olom they also appear in lighter shades of yellow, red and orange, as does their hair. They are every bit as serious in their affairs as the Olom but they do so with a much more cheerful attitude therefore coming across as distinctly more charismatic. Their hair and skin is soft and grows in a much more conventional manner yet there is a fashion of purposely growing thin lines of hair into patterns for vanity’s sake or to denote status. Some designs sweep across the whole body in intricate interwoven spirals. Empuusa are usually over six feet tall and have been known to reach eight feet and above. One important thing to note about the Undigo is that neither gender is able to mate with the other by normal means. By some evolutionally glitch they do not possess compatible genital organs. The process of reproduction requires a third party- a diminutive atrophied being known as a Negotiator. Whether these are, in fact, a third facet of the Undigo race or some kind of symbiotic parasite is unknown. Either way they are fundamental to the continuation of the Undigo race. Culture For the majority of their life the Olom and the Empuusa live separately from each other and govern their own affairs irrespective of the other. The Olom occupy a planetary role while the Empuusa live a nomadic existence. The majority of Undigo controlled systems are separated from each other by vast stretches of space. Although this might seem tactically unwise the Undigo policy of diplomacy where possible and fierce resistance where impossible keeps them afloat in hostile waters. If they can set up trade or alliances with nearby systems they can settle easily into new territory quite easily. The Olom spend almost all their time as custodians of Undigo territory. The only time they venture outside their general area of space is during the great migrations caused by the need to mate. They establish colonies, further trade and act as planetary defence forces. Olom have a good mind for functional enterprise. They excel at agriculture, vehicle and star ship manufacture, weapons development and any physical labour. Olom who have intermingled with other races have developed a reputation for honesty and excellence in their given field. Ruled by a senate, composed of representatives from every sphere of their society, an Olom colony is like a well-oiled machine. The Empuusa, on the other hand, rarely stay in one place for any great length of time. Instead they are scattered across the galaxy in fleets of ships each on its own idealistic quest. Whereas the Olom are concerned with stoicism and efficiency the Empuusa treasure the thought of adventure and ephemeral notions such as art and music. Aboard these craft the Empuusa drift from world to world in search of new skills and knowledge. Individual Empuusa will undertake daily exercises in mediums of art and artistry or different modes of physical training. As such a coven of Empuusa will amass a multitude of abilities some of which are just for everyday enjoyment others of which are employed only on the battlefield. Due to their temperament tensions often flare up between individual Empuusa, and even whole groups, resulting in splinter fleets breaking off as they go. Regardless of size a fleet comprising of Empuusa is often on some kind of mission or quest. As trade is left to the Olom, the Empuusa are free to pursue whatever goal they desire. Sometimes this might involve testing the combat prowess of enemy races, searching for new worlds (possibly containing Negotiators) or meeting new peoples. The Empuusa have also been known to involve themselves in conflicts that have nothing to do with themselves sometimes coming to the rescue of one faction. The experience is the important thing. They act as the cultural drive of Undigo society as often their new findings eventually leak into the lives of the Olom in diluted form. Undigo have a warp presence on a similar level to humans however it never manifests itself as psychic powers. It could well be that the Negotiators’ warp travel method is a psychic power and it represents the dead-end of Undigo psychic manifestation. Undigo at war Despite the general Undigo policy of reservation there is one factor that brings them ever into the theatre of galactic war- The Negotiators. The Negotiator, as afore mentioned, is the crucial element that allows the Undigo race to reproduce. It is however a very shy and retiring being capable of instantaneous warp travel. After the reproductive act has finished the Negotiator will disappear and transport itself to another world where it begins an almost constant hibernation process. The need to find and secure live Negotiators means that the Undigo find themselves waging war with unsuspecting planets. The mating ritual only happens once every few decades but once it is initiated the usual nature of the Undigo is replaced by a jingoistic urge to conquer. This process acts as a means for expansion of the Undigo territory as once settled on a world those conquering Olom that are with child do not like to leave (whereas the Empuusa will wait until they have given birth before resuming their journey). This beneficial side effect of the bizarre mating practice goes some way to explain the evolutionary fluke. As a force at war the Undigo tactics differ dependant on composition. Olom make excellent and dependable grunts capable of maintaining formations and defensive tactics. The Empuusa tend to be more specialised dependant on what skills they have learnt. They usually favour offensive manoeuvres with irregular squad sizes and unorthodox compositions. As a combined force the Olom will usually make a battle line with Empuusa elements acting as they see fit in supporting roles. In any circumstances the Undigo force maintains control through strategic support of its combat forces via bases of operation and well thought out command and supply structures. Overall command can be designated to either gender but most decisions are made by committee rather than by dictate. .
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Hlokk: Warseers Resident White Wolf fanboy. 2006: 2nd Place: Warseers Best poster. 2007: 2nd Place: Warseers funniest poster
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#3 |
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Chapter Master
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Lockjaw:
The Dar''gain Origins and Culture: The Dar''gain (commonly known as Dar) Are a race that appear to have decended from squidlike animals from the planet of Gar'neill (recorder in Imperial files as Chronozon IIXX) . They have developed a civilization, comprimized of a few assorted planets, that revolves totally around sound, They're archeology incorporates sound systems to keep a consistent humming or buzzing in their buildings supposedly makes them more comfortable (though any human or tau ambassadors who enter a Dar building, has a difficult time keeping theri sanity through all the repetitive hummings), their cars hover on soundwaves, even their wargear incorporates such weapons as 'soundguns' wich can strip a body down to it's base atoms soley by emitting sounds at just the right decible (as well as the infamous 'brown noise' that has made many an IG infantryman, flee the battle rather than face it). Despite all the emphasis on sound, they have no spoken language, communicating through pheremones and changing colors on their skin (all names and words are from J'klatch, a language specifically created for dealing with anyone who's not a Dar), and have no concept of music. Their beleifs seem to center on worship of a deity they call KK'lutachii, who's preists are known to sacrifice themselves once they reach a certain age. KK'lutachii is best described as a tempremental god, he/she/it could be a kind and loving deity one day, and a cruel vindictive god the next, depending on the preist giving the sermon. Your average Dar is fairly uninvolved in the KK'lutachii cult, while they aknowlege and respect him/her/it they rarely give much thought to it, occasionally going to the temple when they feel like it, for the most part. All their devotion and dogma comes from the preisthood instead, who are very respected, but there is a definate seperation of church and state, the preists will offer advice to the leaders, who will then ignore it. The leadership of the Dar, comes from the Council, 20 of the oldest and wisest Dar, who have dedicated their lives to meditiation and philosophy, and direct the actions of the Dar as a race, unfortunately, as they rarely agree to anything, it can take centureis for them to reach a decision, so while they argue and debate amongst themselves, it usually falls to the planetary leaders, and commanders in the army to go ahead and do whatever the action under debate was in the first place. The history of the Dar is shrouded in mystery, most of the Dar themselves are not even sure of their history before they first interacted with the imperium, much of their record keeping is , as a simple way to describe it given their uniqe launguage, oral. they pass down their history generation to generation through color patterns and sents, their lore keepers usually being the ones with this task. When they first met the Imperium, it set their recorded hsitory back as a few generations of lorekeepers were wiped out in the resultant confrontation. Eventually the imperium pulled out of the Dar's territory to deal with more pressing issues at the time (the Dar never bothered to find out what this was) When the Imperium returned to continue their attempt at conquoring Dar held planets, the Dar had already been developing new weapons including starships that utilize sonic technology to open wormholes so they could arrive at a location much faster, and with less risk than the imperial ships. The Imperium begrudgingly gave up on the sector for the time being. Physiology: The Dar resemble large upright squid that stand on four somewhat stiffer locomotive tentacles, and use four prehensile ones for manual work. THe locomotive tentacles come from a point underneath the bodies, as the manual ones grow two on each side. They have two eyes, but they have a form of multiple lenses that cause them to see in assorted light spectrums all at once. they have a beak located on the underside of their bodies, in the center of where the locomotive tentacles radiate. Thye are covered by a rough lethery skin, The only obvious difference between males and females is that the females are bigger., they reproduce through eggsacs carried by the mother (much like a marsuipials pouch) They wear robes often times, in times of war they wear a form of layered armor that is about as hard as cerimite. They life on a omnivorous diet of fish and fruit. While they don't appear to utilize much in the way of phsycic abilities, there does appear to be some potential for psykers to manifest sometime within the next few generations. The Dar are all naturally curious, many of them have a background in science, even the rank and file troops, but many times a Dar's curiosity has gotten it in trouble, as when a science research team was devoured by tyranids when they came to a planet in the midst of being consumed in order to study it. Chaos can turn a dar just as much as a man, many dar who turn to chaos either turn towards Khorne or Tzeentch, odly enough, many chaos dar have slaughtered each other as soon as they had met.
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Hlokk: Warseers Resident White Wolf fanboy. 2006: 2nd Place: Warseers Best poster. 2007: 2nd Place: Warseers funniest poster
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#4 |
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Chapter Master
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Azimath
Auriculans Nature: Auriculans are one of the most unique species (if they can even be classified as such, many Magos debate whether they are even alive) ever discovered in the Segmentum.. Unlike most creatures, they have no physical bodies, but rather are composed of coordinated sonic frequencies that create a sentient waveform. Where more conventional creatures have cells, Auriculans have tones that make up a coherent whole. Despite their seemingly impossible biology, Auriculans are indeed alive and sentient. While they do not speak on a level humans, or for that matter, most other organisms can hear, they communicate, reproduce, eat, drink, and even fight for survival. Society: Auriculan Society is not so different from those of flesh and blood races. Normal Auriculans tend to aggregate together and form stable family groups often referred to as “Harmonies” by outsiders studying them. Each Harmony many consist of any number of individual “Notes” who may or may not have any relation to one another. Most of Auriculan life takes place within a harmony, together they stand a much better chance of driving off hostile Auriculans, finding food, moisture, and potential mates. For Auriculans to actually remain together however, they constantly must keep their resonances in check, one discordant note can cause the entire “Harmony” to break apart as each attempts to preserve their own form. Because of this, Auriculans never form “Harmonies” outside their own geographic area. Socio-Economic Structure: As strange as it may seem, Auriculans do have an economic structure and ranking based on such, but this is nowhere near as complex as it is for other trader races. The primary goods that are traded are kinetic energy and moisture, both for obvious reasons detailed below, others include tools, slaves, resonance casings, and atmosphere. The more of any of these you have, the higher up you are on the societal structure, and the more control you maintain over your particular harmony as well as over other harmonies. Trade Goods: Moisture and Kinetics Moisture and Kinetics is just like the food and drink industries of humanity, both are are necessary for Auriculan life and thus the market for them is always booming. Tools: Auriculans are capable of making their own tools, most of which take the shape or Vaporators or chemical engines capable of producing good tasting vibrations. There are some pieces of Auriculan technology that should be noted however. First, is resonance casings, these metallic spheres are filled with sound and atmosphere attuned to its particular user, and it allows Auriculans to visit areas outside their normal environment without harm for extended periods much like an Explorators environment suit. However, as Auriculans are forced to vibrate materials into place, or preferably, use slave labor, these are rare, and most Harmonies never even see one in their existence. Slaves: Auriculans are a slave taking race, just as humans never considered the possibility of sonic based life, most Auriculans view humans, and most other organic life for that matter, as little more barely intelligent rocks, after all, obviously a system of metabolic respiration could never support life, the only way for life to occur is sonic resonance. However, as dimly as most Auriculans view organics, “barely intelligent moving rocks” are still able to make kinetics, assemble tools, and maintain Auriculans machinery. While this view of organics is shared by most Auriculans, there are a few who do not view organics as such. Most of these simply consider them dangerously noisy, but others are found taking a particular liking to particular individuals resonance, be it voice, breathing, moving, or even heart beat and thus remain with them as a form of entertainment, just as a human would watch a holo-movie. Atmosphere: This is actually considered “Illegal” to trade without the strictest of Auriculan laws in place. Atmosphere traded by sanctioned members within a “Harmony” may do so with little harrasment, but in certain cases, Auriculans will trade altered atmospheres to others seeking to diffuse their (or another Auriculan’s) form. It can be used in the same manner as a hallucinogen for most humans, but its also often used to remove a much stronger opponent without risking dissolution by normal combat. Biology: Eating As strange as it may seem, Auriculans do require sustenance to keep the constant reverberations that make up their bodies moving. To do this they require the consumption of pure kinetic energy. Any source will do but the quantities is as important to Auriculans as it is for humans. A humans walking gait would be like an appetizer, a human running, or even fighting would be like a main course. Higher kinetics such as gunshots, full body blows, and or mass movement of machines would be the equivalent of a feast. While there is no upper limit to how much kinetic energy a Auriculan can consume, massive quantities tend to increase their resonations to dangerous levels, shaking apart machinery, puncturing eardrums and cracking rockrete. On a more sinister note Auriculans also have a dangerous habit of preferring small doses of consistent energy rather than massive quantities at once, because of this, consistently moving objects, such as a humans heart of lungs, may find themselves leeched of kinetic energy causing lethal organ failure. Drinking: Auriculans do require water, or some form of moisture even more than humans do. When an auriculan is first created it develops its own sonic resonance that it retains for the rest of its life, however, as moisture changes in the air that resonance can be distorted, which in turn, distorts the “body” of the Auriculan. By constantly controlling the moisture in the surrounding areas by moving air via sonic vibrations Auriculans always seek to control humidity levels taking more or less as needed to retain themselves amongst the outside influences. Because of this, Auriculans are actually vulnerable to dehydration, poison gasses (if their make up is significantly different) or even drowning. Reproduction: Auriculans reproduce by resonating with another significant source of vibration be it the sounds of a pitched battle or even another Auriculan. By resonating for a long enough period and in the proper manner, the sound waves can gain their own form. How the “spirit” or essence is driven into what should otherwise be inert vibrations in the air is unknown but many speculate they have a strong warp presence that allows this seemingly impossible situation to come about. On a side note, because Auriculans take on their resonance when born, they make all attempts to keep their birth conditions constant. Auriculans born in the normal fashion, by one Auriculan resonating with another, there is a much better chance of finding a constant stable atmosphere they can survive in, however, when born in an abnormal fashion, by one Auriculan resonating with an atmospheric sound, they become bound to one area and are forced to keep the conditions similar for as long as they wish to live. One particularly dangerous problem with a atmosphere born Auriculan are those that are considered “Warborn” (The closest a human could get to a solid understanding of Auriculan speech). All Auriculans are born with an intense intellect and understanding for the world of sounds and the reasons they are created. If a particular Auriculan is born to Bolter fire, it will make all attempts to keep the Bolter firing before it diffuses. This often leads to Auriculan attacks on forces preparing to leave after a victorious battle, often using Pseudo-forms to force fighters to keep attacking. Fighting: Other Auriculans While in general, Auriculans are not an especially violent race, they sometimes come into contact with aggressive members of their own kind, especially amongst “Warborn” whose very survival is always on the edge of extinction. Combat between Auriculans generally goes without notice to most humans or humanoid creatures, whose ears can not pick up the wide range of frequencies they use. However, to creatures who can detect their combat, Auriculans combat is a raucous affair with each Auriculan attempting to increase their resonance to unbearable levels, forcing the opponent to retreat of be dissolved in the others resonance. Unlike most species, Auriculan combat tends to be very quick and very lethal to the losing side who generally are unable to even escape before they are subsumed by the sonic prowess of their opponent. Pseudo-forms (Pseudo corpus) Auriculans rarely find themselves in serious conflict with more solid races, and most don’t even notice one another just like a blind man would never notice a race of colors. Slaver Auriculans naturally, come into aggressive conflict more often. In general however, Auriculans tend to ignore races of flesh and blood, while other species pass sound off as just sound. On the rare occasion they do come into conflict, such as when a lethally high discordant noise is made by the knowing or unknowing offenders is made, Auriculans utilize a pseudo-form. This “False Body” is created by manipulating vibrations to “bounce” individual small objects, such as dust, into the air into a coherent mass. When these forms coalesce they can be as small as a Bolter casing or as large as a Leman Russ battle tank, depending on the age of the Auriculan forming them and how much kinetics its consumed as of late. Warborn, living in a kinetic filled atmosphere tend to create especially large Pseudo-forms and often use them to draw a particular sound to them. Because of this conflicts between Auriculans and flesh races tends to be extremely sudden, with a body of dust, rock, or sand appearing from thin air and attacking. .
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Hlokk: Warseers Resident White Wolf fanboy. 2006: 2nd Place: Warseers Best poster. 2007: 2nd Place: Warseers funniest poster
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#5 |
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Chapter Master
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Rathgar:
+++++The Combine of Azard+++++ The elusive Combine are dismissed by most as the tall tales of Rogue Traders or alien propaganda (There are several recorded incidents of Elder pirates referring to the combine. See File 012.332.435.). The Ordo Xenos has failed to find any trace of these so rumoured "physic hive" creatures. Their existence is (with the exception of radical Inquisitor Horatio Von Rathgar, who is noted for his paranoia) unanimously denied. ++++File 012.332.435.++++ "Your race is a poison on the universe, every advance you make spreads waves of entropy. All your experiments are hollow! I hope the Combine take you all, despite the beast that would be created…" ++++Personal log: Inq Von Rathgar, Ordo Xenos++++ My fellow Inquisitors deem the Combine of Azard to be no more than a myth. I have faced the Combine, I have set foot on their ships, they are a very real and dangerous force. Physically the Combine appear human, save for their eyes which are two mono-coloured orbs . Indeed, their habit of acquiring imperial ships means they are often mistaken as children of holly terra. Yet, they are utterly alien. As alien as the loathsome Krell or the all consuming Tyranids. Common view and Secondary evidence. The sparse information and rumours that exist on the Combine describe them as being telepathically linked to each other, harm a member of the Combine and all the Combine know instantly. Know your face, mark you as a foe. The stories do not tell of any Combine worlds, only of their ships. They are scavengers, masters of salvage. Boarding drifting hulks or abandoned vessels and making them there own. Whether they simply renovate them or incorporate their own technology is unknown. The Combine appear to be on good terms with many other Xenos races (at least, most are non-hostile or indifferent to them), again the legends do not elaborate on the cause of this. They are exemplary traders, selling parts from their salvage exploits and acting as intermediaries between far flung races (some races that posses limited Warp technology are depended on the Combine for trade). Some stories claim that they are able to mimic others, and can shape shift at will (see bellow for my opinion on this). There are darker stories whispered of the combine; they are highly unstable and ruled by emotion. They are vastly intelligent and yet unable to use this intellect to control their primal feelings (which, it loathes me to mention, are very similar to our own basic drives). One is warned to tread lightly with the Combine, for behind their outstretched hand of friendship lies a lightly bridled tempest of emotion. Worlds have burned because the Combine was angered. Personal view and Primary evidence. I have met with members of the Combine on three separate occasions. My observations seem to confirm much of the rumours and hearsay that surround them. On both occasions after the first the aliens I spoke with referred to the previous conversations, even though I never met the same one twice. I would dismiss this as inconsequential, or as evidence of advanced communication systems. However, I had the unnerving feeling that I was speaking to the same individual each time. I detected no psychic probing (though all three aliens were powerful psycers) so my mind was not being read. All three Combine "spokespersons" (as they introduced themselves) showed remarkably similar idiosyncrasies, such as ticks and twitches when I asked questions or made comments that were designed to produce an emotional response. Though this could be purely coincidental it gives evidence to the "psychic-link" myth. The first time I came into contact with the Combine I was travelling with a Rouge Trader on a mission of small consequence. The Combine contacted my associate and asked they board to re-negotiate a deal he had with them (those who know my views will understand why I overlooked this crime). I had a very brief interchange with the spokesperson (a male it appeared) he seemed friendly, accommodating even witty at times. He had a surprisingly detailed knowledge of imperial politics and affairs. Had my friend not mentioned specifically that this was a Xenos creature, I would have assumed it was another Rouge Trader with a exotic habit of dyeing his eyes. The second time was pure chance. I'd been tipped off that a freight ship was involved in smuggling Xenos artefacts (which clearly, would be much more beneficial in my hands). As I was greeted when I carried out my inspection, my suspicions were aroused by the odd behaviour of the female "captain" and the fact that all individuals on the ship had a strong warp presence. A merchant ship full of psycers?. A swift strike from my staff dislodged the bio-films masking her tell-tale Combine eyes. Things then go interesting. All crew members in the vicinity stopped and stared at me, the captain talked referring to me by name (I had not given it yet) and mentioning "our last encounter" though I had never met this women before. I managed to defuse the situation, but was warned that if I continued investigation of Combine activities she'd "tear off my fat little head". The lips of the other Combine members close by moved in unison with her words. I blasted the freighter out of existence as soon as I returned to my vessel (one of my retinue disabled my foe's warp drive to prevent their escape). The third encounter was chilling. I had requested the command of an Imperial Guard Platoon to clear a H'rud infestation from Akira VI. Events were preceding as planed, when a guardsman twitched, turned to me and said "Von Rathgar, you underestimate the reach of the Combine's arm". A metal plate now covers the area on my face which his lasgun ruined. Some use came of this encounter however, I gained possession of a Combine corpse. The results of the autopsy create more questions than they answer. The Magos' report stated that he was unsure if this creature was Xenos or simply enhanced Homo sapiens. Most of the physiology conformed to what we would expect of man ; heart, lungs, digestive tract, reproductive organs. However, extensive neural tissue was associated with the spine, almost as if the cerebral hemispheres extended right down to the coccyx (NOTE: this makes them extremely venerable to being shot in the back). The eyes seemed the simply solid masses of a pigmented tissue, biologically the combine should be blind… but clearly they are not. Several regions within the corpse showed biologic residue, as if organs had been present but dissolved. Maybe this is a defence mechanism against post-death examination? Perhaps the eyes had begun this process? A few hours later would the body be indistinguishable from that of a man? Theories and unanswered questions. Having had first hand contact with members of the Combine I feel I can make educated elaborations on what little evidence there is. The "traders and salvagers" profile seems to be correct for the Combine, the fact that relations between other Xenos (and even renegade humans) are friendly would lead many to classify them as a low threat race. Their extermination is not of immediate concern. However, the fact that most of their vessels are of Imperial origin and their striking resemblance to man complicates matters. I believe many think they ARE dealing with the race of man. This could have been the origins of the "shape shifter" myth, with the apparent ease with which they impersonate us, and even infiltrate our space. The physic nature of the Combine disturbs me. While not being particularly powerful, a ship full of them should have caught our attention. Modified warp shielding perhaps? I cannot shake the feeling that the Combine are more a single organism than a race… Maybe the psychic activity I detected between them is more than just telepathic communication. A single warp entity with multiple physical counterparts? Whether this race evolved with this unique trait or some hell spawned creature from the Utterdark has learn to posses multiple hosts I cannot say. However, the Combine seem more of a mingling. Its character seems to be one of amplified emotion (once I had angered the combine it seemed to flip between rage, sarcasm and even extreme depression). I theorise that Combine were originally telepathic individuals, but their telepathy has run out of control erasing all scene of individuality in a seething mass of emotion and primal drives: to survive, to spread to be safe. I worry about their similarity to us. Clearly they are alien, but were they always so? Were they once men? Are they a failed attempt to create genetic super-beings as the Adeptus Astartes? I think they are something darker. The Combine is using humanity for refuge, their similarity to us could simply be coincidental and they are capitalising on it. But I fear they may have been designed to infiltrate humanity (why else do their bodies decompose to resemble ours?). Spies? The first waves of an invasion? How many trader vessels are in reality Combine? The possibility that the combine are a parasitic organism which alters their hosts physiology has occurred to me, but I feel it is unlikely. Thought for the day: Pain is the catalyst for many great deeds. ++++Additional+++++ A new rumour has reached my ears, the Combine allegedly have the ability to "join" individuals to them. This warrants further investigation. I must capture a member of the Combine alive. I cannot deny the danger I face, they are aware of me now. They have already made one attempt to take my life. And no one acknowledges they exist! Why are they so blind to the evidence I provide them? Maybe this is all the Combine's design… From whence to the secret eyes gaze upon me now? Von Rathgar =I=
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Hlokk: Warseers Resident White Wolf fanboy. 2006: 2nd Place: Warseers Best poster. 2007: 2nd Place: Warseers funniest poster
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#6 |
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Chapter Master
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Dakkagor
This is the final time I swear! The Dracon Imperium “It is time” The Dracon lord, Kalsha, looked down from the cliff. Arrayed around him was the glorious third army of Haranad, and below him was a tatty army of humans moving through the ruins of a town: the trap they had just laid. As they moved to assist injured civilians, and secure the area, they would fail to properly search this cliff, and would leave themselves open to attack. 500 hundred Dracon would make this army regret that terrible mistake. Kasha, his brother, the seer, looked into the distance with his four dead eyes, his tail swishing thoughtfully. “Soon, they will search for us. They will want blood. Now is the time to finish it. Brother.” He nodded, and moved his head to the side, clicking on the comm. bead. A ripple of excitement spread through the camouflaged army as they prepared for war. “we earn our vengeance for the massacre on Haranad today: these humans will pay. All flights, attack immediately!” History: Many thousands of years ago, the Dracon where a peaceful, quiet and moderately advanced race of the southern Rim, with a solid grasp of most technologies. They had extensively colonised their own system, and it was well defended against any threats they might come across. They had few problems, and thought that soon, their colony ships would contact them from their distant destinations. All that was until an ork fleet ripped its way clear of the warp. Hammering through the defences of the Dracon, the orks descended like a fiery plague on their colonies and home world, sweeping all before them until the Dracon military, inexperienced and green, mustered to halt them. Their advanced technology was the only thing that saved them, and allowed them to halt the attack, finally destroying the orks. It was a savage wake up call that left their civilisation in ruins and their idyllic view of the galaxy shattered. It did have a silver lining, though. The ork kill kroozer "pride of Okbok" was based around a battered Lunar class cruiser hull, and its imperial style geller field and warp engine had survived. The Dracon Navy had captured it almost whole as the orks had gone down to the surface in droves, and then had turned its gunz on the enemy ships. The Dracon scientists had no fear of alien technology. They quickly back engineered the technology, and worked out a method of using it: short jumps, using a navigation computer to determine star locations that would allow it to make it to the nearest star systems. The "glorious sunrise" a capital ship with heavy armour, weaponry and the warp engines and geller field, was the first vessel despatched. It never returned. The "mournful Twilight" was next. The mournful twilight was thrown out of warp space 2 light years from where it should have been, in the Crescent system. On the fifth world of that system, they found an imperial monitoring station and astropathic relay. They also found the remains of one of the colony ships, its crew all long dead, shot down by imperial escorts. The Dracon military descended on the planet with murder in mind: they massacred the security detail, the civilian population, and captured the astropathic psykers. There are two technologies central to the Dracon culture: gene engineering, in use since the ork invasion, and plasma technology. With the capture of the astropathic relay, the Dracon had a supply of psyker DNA, and where able to isolate the elements that made a strong psyker. These horrid experiments sent a scream through the warp that attracted an imperial response: the Imperial Lunar class cruiser "Sword of wrath", and her escorts. The Dracon tried to negotiate: all debts where paid in their mind, and there was no need to fight, since the orks where obviously a common foe. The Imperium opened fire immediately, but found the Mournful Twilight was a powerful opponent, the escorts where annihilated instantly, and the Sword of Wrath was lost with all hands when she tried a warp jump with severe damage. Flush with success, the Mournful Twilight returned home and reported all they knew. Vengeance was had on the orks several years later: A Dracon fleet ripped its way from warp space and demolished the ork ships near the ork held world of Okbok. Then the ships launched plasma bombs at the surface that turned the atmosphere into a firestorm: the orks died instantly in their millions. Slowly, the Dracon expanded, making sure to secure the worlds they captured and to purge anything that got in their way. Unlike the imperium, they maintained strict contact between systems, and each worlds infrastructure was built up quickly, to the point it could contribute to the war effort and defend itself. Each Dracon world, from the first colonies with their monuments to the long dead colonists, to the newest colonies near imperial space, where equivalent to civilised imperial worlds with heavy defences. Contact was made with the Imperium again at Sigma 5, a world being colonised by the Imperium. The Dracon demanded the imperium retreat immediately, quoting the incident with the Sword of Wrath as precedent: the Dracon would consider the world payment from the imperium and forget the incident in its entirety. The Imperial admiral ordered an immediate attack. The Dracon responded in kind, and a large fleet engagement broke out, the superior but outnumbered Dracon vessels fighting like a flock of birds against the imperial vessels. As they did so, the Dracon military made a landing on the surface and began attacking the imperial installations. The imperial guard and space marines found the Dracon to be a ferocious and unrelenting foe: Quickly forcing the outmanoeuvred and outfought imperial army to retreat to the landing ships. The space marines made a desperate last stand against the Dracon and where annihilated: the Dracon plasma weaponry made short work of their heavy armour. After this disastrous battle, the Imperium has been pushed back from Dracon holdings, who have pursued a pogrom of destruction often seen as hateful as the imperiums. They have made peaceful contacts though: they consider the Tau, whom they have contacted briefly, an ally, and have not yet had conflict with the Eldar. Their take on chaos. . .is another matter, and one that worries the imperium greatly. Currently the Dracon Imperium holds 25% more space than the Tau, but it is less dense with internal "clusters" with surrounding fleet stations and lower order colonies. They are expanding as quickly as the Tau however, and represent a similar order of threat. Physiology: The Dracon are reptilian in nature, with scales, 4 slitted eyes and long prehensile tongues, giving them an excellent sense of taste and hearing. They also have powerful wing membranes and heavy taloned hands and feet. They give birth in egg clusters, and live for nearly 200 hundred terran years, resulting in a rapidly expanding population. They have a relatively standard physiology for a species of their make up, but seem to be able to breathe water as well as air through a system of gills and have powerful prehensile tails, and seem to be able to see heat sources much like serpents. Military: The Dracon military is varied and colourful, but based on clans from worlds donating troops to the cause of galactic domination and ensured security from enemy aliens. Such armies are donated "whole cloth" including fleet transportation, weapons, gear and everything else. They make extensive use of plasma, gravitic and genetic technologies in their armies, as well as robots and aircraft. Elite troops wear powered armour suits, while flight soldiers make use of ceramic body armours. Few tanks are used, but the Dracon make use of mass produced drone fodder units nicknamed “scuttlers”, and heavy floating weapon platforms known as vengeful eyes. Dracon tactics revolve around hard hitting thrusts into enemy territory that vanish in the face of stiff resistance, combining sneaky defensive tactics with blistering attacks that leave imperial commanders dumbfounded at their seemingly random nature. Favourite tactics also involve striking directly from orbit, a tactic the Dracon excel at and can even catch space marine forces flat footed. Culture: the Dracon love honour above all else, and see combat as the greatest way of gaining honour for themselves and their families. While the may hate humanity on an individual scale, the race as a whole just wishes the galaxy would leave them alone! They fight only when pressed, but this makes them a dangerous foe, and is combined with a dangerous sense of superioty in their high command structures and ruling elites. Many Dracon youths join the military to escape from the tedium of planet side life, and this has resulted in these young Dracon also being the frontline colonists, and slowly being indoctrinated into a hatred for all hostile life. The Dracon are ruled by the council of Generals, the Assembly for civilians, the psyker guild and the Scientists guild. Below this comes the elite classes, the administrator classes and finally the worker classes. Movement between the 3 is possible, but difficult. Dracon aesthetics and style can be described as “Aztec”, armour is ornate with artificial obsidian, gold and heavy jewellery, while their roosting towers are hollow ziggurat constructions. Their weaponry is more simplistic, but often has embellishment for nobles and commanders. Tattoos are popular, but other forms of body marking are seen as decadent.
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Hlokk: Warseers Resident White Wolf fanboy. 2006: 2nd Place: Warseers Best poster. 2007: 2nd Place: Warseers funniest poster
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#7 |
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Chapter Master
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Achillies
The Gokror. Appearance: Gokror are large, silicon based creatures. They look like a moving rock. they are not bipedal, but move around by a moving set of 20 +small claws at the bottom part of their body... they move the first pair, then the next, so on. this makes them very slow, but enabels them to carry their massive weight. they have 3 limbs, 1 large and 2 small and limber. the large, three fingered one, is for lifting, the other 2, which have 4 fingers for small manipulations. the head sits in the middle of the chest, far forward. they have no eyes, but a heat sensory organ at the top of their head. their mouth is 3 fold, with strong jaws for the hard stuff they digest. their bodily fluids are very warm, hot, magma like. they need loads of burnable food to keep active. if they dont have enough to eat they enter a dormant state, which they are capable to maintain indefinatly. they have an unending natural lifespan, increasing in size graduatly over the years. however if their 'furnace' organ is destroyed, they die. reprocucing is done by secreting a part of their blood over a new silicon rich enviroment... this will create a new Gokror. this gives them their individuality and appearance. Intelligence & technology. The Gokror are quite technological advanced, although their space travel is quite slow. simple combustion engines, a gokror space ship usually takes years to reach a destination, the gokror inside in their selfinduced hibernation. these 'sleeper ships' are large heavily armoured constucts, designed to withstand the hostile enviroment in space. they dont care much in the way of estethick (spelled wrong, i know) though, so its simple and direct. their citys are large walled areas designed to grow burnables, and house their industries. they dont house like families, just large areas where they comunally eat and rest. Gokror dont sleep, but need rest. War & Weaponery: Gokror are not very warlike, and most of their weapons are build around defence. they dont wear armour or clothes for that matter, as their skin is naturally thick and hard. even able to resist a direct shot by a bolter round. weapons are heat based, flamer-type or missile propellants. known by the imperium as the magma blaster and siliciumgun. they usually form a hard defence line, based around their oldest (and largest) member. they are not good close combat fighters, but their hard and tough bodies make em tough to beat. (like hitting a wall) apendixxes lost in combat regrow over the years, but they still dont like being hurt or dieing. after a battle they collect, if possible, all pieces of fallen comrades and "rebuild" them as statues, becoming their own monument. their realm however isnt that big and if their not botherd they wont attack. they dont mind sharing a world with other species and coexist with many different races. however since comunicstion with them is next to impossible, wars have broken out between them and a number of races. Stats?: WS BS S T W I A LD Sv Gokror 2 3 5 5 1 1 1 9 3+ armed with a silicium gun R 24" S 4 AP 6 rapid fire
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Hlokk: Warseers Resident White Wolf fanboy. 2006: 2nd Place: Warseers Best poster. 2007: 2nd Place: Warseers funniest poster
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#8 |
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Chapter Master
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Psycho_laughts
the waven race: during the centuries the empire have encounter different xenos races, one of the most interesting is the xenos race named dragons, this xenos family has been encountered in different planted but lately a most dangerous species from this family have been encounter. the Waven are xenos from the family of the dragons, physically they are not the most dangerous or resilient of the dragon family, but unlike the rest they posses great intelligence and have developed a civilization, their technology is not as advanced as most of the other races the empire faces, but have proved to be effective and coupled with their dragon like traits they present a force to take into account -phisical description: the weaven are very similar to dragons but slender and walk in 2 feets, the average waven is 10´ tall, with a wing spawn of 20´, theyr skin is covered with metalic like scales of diferent color depending on the region and origins of the wavens, theyr tails are 6´long and are used to help the waven manouver while fling, theyr head of the waven present 1 or 2 pairs of horns that vary the same way as the scales color, and a a pair of eyes of clear colors that almost shine like jewels positioned in forn of the head. the hands have 3 fingers but you can see small claw like remanents of wath where other 2 fingers in the external part of the hand, the feets are like those of cats but have only 3 fingers in front and 2 in the back that act as claws. the average weaven lives aproximately 500 to 600 years, they age slowly and the waven reach the adult state only after 200 years, starting theyr reproductive cicle and end it at the age of 400, after that they age faster ending theyr live cicle with 500 to 600 year sold -waven society: the waven society is lead by the elder council, a group of waven psikers that bound theyr powers to nature itselve, this restrict the power of the psikers and kept them safe from the warp, they act as the political and spiritual leaders of the waven, but they act more as a guide to the waven familie/clans, the independence of each family is always repected but in the same way families hear the elder council and will present to it any case of grea timportance. the clan/famili leader is ussualy the eldest female weaven, but can be led by any of the famili members that has already ended it´s reproductive cicle. apart form this families work togheter in organizatins acording to the weavens will and capacities, or needs. one of these is the militar service, and military, each weaven family must present at least one young weaven to train for the military each 50 years, apart from these any weaven can chose the warrior path and become a warrior and gain ranks in the military, and with time become a great wieven. a wieven that have proven to be a psikik must bound his powers to nature and become a elder, or alow the elders to seal his powers. -home planet and space exploration: the weaven home planet present a gravity of 0.8G, alowing themto fly constantly, the planet present diferent climates and diferent families/clans prefer diferent zones, for example the weavens with coper colour scales prefer desertic zones while the ones with stell colour scales prefer cold mountains. by rule the weaven cities are boiult in mountains or in places hard to acces unless you fly to them, most of the city is craved into the stone with the car eonly a weaven could put into it during hundreads of years, making this cityes beutifull artworks. during the last 2 milemiuns the weaven have started to develop the space travel, with steady but slow advance in tecnology and the help of the elders they have gain the ability to travel trought the space to diferent planets, the weaven ships are large and sturdy, able of short warp travel due to the limit of theyr psikers but stil fast, the weaven have contacted pirates and other xenos races on the borders of the empire, like eldars tau and orks, their domain extend from his home planet drakur in all directions to aproximately 500 light years, trade have been stabilised with humans trought pirates who are interested in the fine art of the weavens, and with eldars and tau, so far theyr expansion is slow but steady unlike tau, this has alowed them to avoid armed conflict in most case, ork just trow themselves to war as soon as the 2 races made contact. -the waven warriors/waven art of war the waven warriors are proud and self confident of theyr natural abilities, they will fly toward the enmy with no fear while shoting at him, to end with him in glorios close combat, proving themselves and the rest theyr heritage. Most of the time the weavens will move in small grousp using theyr fly movement to aproach the enemy while releasing supresive fire, to assault a vital part of the enemy army, but the weaven do not depend only on this tactic, they also deply scouts to prepar epre empitive atacks, units fited with large weapos to take downs enemy tanks and to suport the supresive fire of the army, even can field small armourd vehicles or static plataforms to suply the army with anti aircraft or defend positions, but the aperance of this vehicles are not comon at all. weaponaray/armory the weaven main weapons are regular firearms fired by a chemical reaction, but due to the size and weight of these weapons they are as efective as more advanced weapons carried by other armies, but trought recent development and trade with other races energy firearms have been available for the army, these weapons have been delivered to specialised unit to do specific tasks, as bring down enemy transport and hinder the enemy movement capability for example. the energy weapons are also comon amongs the waven in the form of lighting claws, this tecnology was reverse enginered form the weapons looted to the orks during the battle. the standart weaven armour is not extensive as the one worn by other races, but get similar protection due to theyr very resistent scales, the armour consist of plates of ceramite that cover the most vital arts of the body, a helmet covering the uper part of the head, armoured gloves a chest plate and some protectio nfor the lower part of the body. but heavier or lighter verisons of the armour are used by diferent units. army list: special rules: -skiled fliers -natural armour: due to theyr tought scales the weaven have a natural armour that vary from 5+ to 4+ -dragon pride: weavens are porud of theyr heritage, they will not fell fear of any foe during battle, weaven are inmune to rules like the the terror of the tiranid monstrous creatures, they also can repeat the test for losing a combat against anithing smaller than a human (for example swarms, gretchins), in theyr mind there is no way such a being can fight them. -dragon greed: due to theyr natural atraction for treasures and objects the weavens must pass a Ld test to pursue the oponent, if they do not pass it they will loot the bodies in search for treasures armoury: -weaven carabine: this rifle is the standart weapon of the weaven, it have a hig rate of fire, and tought the tecnology behind it is not that advanced, due to the size and weight of the ammo is on par with more modern weapons, this weapon is used to provide the weaven with theyr supresive fire while advancing for the assault. range 18" S4 AP4 assault 2 -weaven rifle: this weapon similar to the weaven carabine has longer range and hige rpenetration power and is used to provide suport in the form of supresive fire range 24" S5 AP4 rapidfire -weaven pistol: of similar tecnology as the tandart weaven weapon, is smaller and easier to use. range 12" S4 AP4 pistol -flamer: this weapon comes almost as a natural choice for the weaven -plasma carabine: developed thanks to the trade with tau, this weapon is used to take down armoured foes when defending a position, still this is not a comon weapon in the army, like the tau weaven prefer to play safe, this plasma weapon does not overheat range 12" S6 AP2 assault 2 -fusion carabine: the fusion carabine was developed recently and is used by the weaven to take down tanks and transport. range 18" S8 AP1 assault1 -frag grenades -weaven armour: improve the weaven natural save by +1 (a natural save of 5+ becomes of 4+ and so on) -weaven heavy armour: Improve the weaven natural save by +2, loses the skilled flier rule -weaven scouting armour: Does not improve the weaven natural save but comes with detectors and devices to spot the enemy and folow his movements, the weaven count as having an auspex. -weaven lighting claws: These lighting claws are fitted in the weaven armored gloves, follow the same rules as the regular lighting claws.
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Hlokk: Warseers Resident White Wolf fanboy. 2006: 2nd Place: Warseers Best poster. 2007: 2nd Place: Warseers funniest poster
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#9 |
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Chapter Master
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Right, for those who are in there, you might notice that your posts have been cut down. This is because, in the case of a lot of you, you actually went over the 2000 word limit.
Why Isnt my entry in there? C.langula: Banned so no point Priate Jim: Has under the necessary 20 posts to enter I will not enter into any form of arguement over this. ---thread ends here--- As far as voting goes, i've been a div and not put a poll up, so can you guys just write in the name of the person you want to vote for? Voting will end in 10 days Hlokk out
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Hlokk: Warseers Resident White Wolf fanboy. 2006: 2nd Place: Warseers Best poster. 2007: 2nd Place: Warseers funniest poster
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#11 |
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Chapter Master
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I vote for Azimath’s Auriculans (Voting for myself would be very unsportsmanlike) as IMO it’s the most unique and original of the entries.
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“Who knows what horrors lurk beneath the Trapdoor?” |
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#12 |
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Chapter Master
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i vote for rathgar's race
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92% of teens have moved on to rap. If you are part of the 8% who still listen to real music, copy and paste this into your signature. Metal is what we love! Please dont click here...I beg you "We're concerned about AIDS inside our whitehouse-make no mistake about it"- George W. Bush |
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#13 |
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Scout
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I vote for tudors race, the Lexitharg dominion. I read all entries and this one just struck me as the most original, while still being believable and fun to collect as a wargame race.
By the way, my first post on the Warseer forums! |
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#15 |
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Chaplain
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so... the little foopah didn't get fixed.
well, i don't want to take credit for someone else's race. this weaven race is not mine. my race just isn't in i guess. just don't want to be mistaken for someone else. |
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#19 |
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Chapter Master
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I vote for Rathgar.
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Lostanddamned says: "You sir, are a cad of the highest order." From Rathgar: "Still, I feel none could hope to stand before your mollusc minions" Jones' Law: The man who smiles when things go wrong has thought of someone he can blame it on. Furthermore, I believe Carthage should be destroyed. |
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#20 |
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Librarian
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I have to vote for Azimath’s Auriculans - I've been tinkering with the concept of sound-based lifeforms for years, so I simply must support someone who thinks alike. Plus he/she's managed to conjure some delectable fluff about them.
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Portent member August 2000-March 2005 |
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